[lua] Ported half of AnimationState

This commit is contained in:
badlogic 2016-10-31 16:21:39 +01:00
parent 10e85c02e0
commit 44f5540d37
2 changed files with 227 additions and 3 deletions

View File

@ -228,6 +228,7 @@ function Animation.RotateTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.boneIndex = -1
self.frames = utils.newNumberArrayZero(frameCount * 2)
self.type = TimelineType.rotate
function self:getPropertyId ()
return TimelineType.rotate * SHL_24 + self.boneIndex
@ -291,6 +292,7 @@ function Animation.TranslateTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.boneIndex = -1
self.type = TimelineType.translate
function self:getPropertyId ()
return TimelineType.translate * SHL_24 + self.boneIndex
@ -349,6 +351,7 @@ function Animation.ScaleTimeline.new (frameCount)
local Y = 2
local self = Animation.TranslateTimeline.new(frameCount)
self.type = TimelineType.scale
function self:getPropertyId ()
return TimelineType.scale * SHL_24 + self.boneIndex
@ -417,6 +420,7 @@ function Animation.ShearTimeline.new (frameCount)
local Y = 2
local self = Animation.TranslateTimeline.new(frameCount)
self.type = TimelineType.shear
function self:getPropertyId ()
return TimelineType.shear * SHL_24 + self.boneIndex
@ -474,6 +478,7 @@ function Animation.ColorTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.slotIndex = -1
self.type = TimelineType.color
function self:getPropertyId ()
return TimelineType.color * SHL_24 + self.slotIndex
@ -533,7 +538,8 @@ function Animation.AttachmentTimeline.new (frameCount)
local self = {
frames = utils.newNumberArrayZero(frameCount), -- time, ...
attachmentNames = {},
slotIndex = -1
slotIndex = -1,
type = TimelineType.attachment
}
function self:getFrameCount ()
@ -591,6 +597,7 @@ function Animation.DeformTimeline.new (frameCount)
self.frameVertices = utils.newNumberArrayZero(frameCount)
self.slotIndex = -1
self.attachment = nil
self.type = TimelineType.deform
function self:getPropertyId ()
return TimelineType.deform * SHL_24 + self.slotIndex
@ -711,7 +718,8 @@ Animation.EventTimeline = {}
function Animation.EventTimeline.new (frameCount)
local self = {
frames = utils.newNumberArrayZero(frameCount),
events = {}
events = {},
type = TimelineType.event
}
function self:getPropertyId ()
@ -767,7 +775,8 @@ Animation.DrawOrderTimeline = {}
function Animation.DrawOrderTimeline.new (frameCount)
local self = {
frames = utils.newNumberArrayZero(frameCount),
drawOrders = {}
drawOrders = {},
type = TimelineType.drawOrder
}
function self:getPropertyId ()
@ -830,6 +839,7 @@ function Animation.IkConstraintTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, ...
self.ikConstraintIndex = -1
self.type = TimelineType.ikConstraint
function self:getPropertyId ()
return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
@ -903,6 +913,7 @@ function Animation.TransformConstraintTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.transformConstraintIndex = -1
self.type = TimelineType.transformConstraint
function self:getPropertyId ()
return TimelineType.transformConstraint * SHL_24 + self.transformConstraintIndex
@ -977,6 +988,7 @@ function Animation.PathConstraintPositionTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.pathConstraintIndex = -1
self.type = TimelineType.pathConstraintPosition
function self:getPropertyId ()
return TimelineType.pathConstraintPosition * SHL_24 + self.pathConstraintIndex
@ -1028,6 +1040,7 @@ function Animation.PathConstraintSpacingTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.pathConstraintIndex = -1
self.type = TimelineType.pathConstraintSpacing
function self:getPropertyId ()
return TimelineType.pathConstraintSpacing * SHL_24 + self.pathConstraintIndex
@ -1082,6 +1095,7 @@ function Animation.PathConstraintMixTimeline.new (frameCount)
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES)
self.pathConstraintIndex = -1
self.type = TimelineType.pathConstraintMix
function self:getPropertyId ()
return TimelineType.pathConstraintMix * SHL_24 + self.pathConstraintIndex

View File

@ -33,6 +33,9 @@ local table_insert = table.insert
local utils = require "spine-lua.utils"
local Animation = require "spine-lua.Animation"
local AnimationStateData = require "spine-lua.AnimationStateData"
local math_min = math.min
local math_abs = math.abs
local math_signum = utils.signum
local EventType = {
start = 0,
@ -142,6 +145,36 @@ function EventQueue:clear ()
end
local TrackEntry = {}
TrackEntry.__index = TrackEntry
function TrackEntry.new ()
local self = {
animation = nil,
next = nil, mixingFrom = nil,
onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
trackIndex = 0,
loop = false,
eventThreshold = 0, attachmentThreshold = 0, drawOrderThreshold = 0,
animationStart = 0, animationEnd = 0, animationLast = 0, nextAnimationLast = 0,
delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0,
alpha = 0, mixTime = 0, mixDuration = 0, mixAlpha = 0,
timelinesFirst = {},
timelinesRotation = {}
}
setmetatable(self, TrackEntry)
return self
end
function TrackEntry:getAnimationTime ()
if loop then
local duration = animationEnd - animationStart
if duration == 0 then return animationStart end
return (trackTime % duration) + animationStart
end
return math_min(trackTime + animationStart, animationEnd)
end
local AnimationState = {}
AnimationState.__index = AnimationState
@ -163,4 +196,181 @@ function AnimationState.new (data)
return self
end
AnimationState.TrackEntry = TrackEntry
function AnimationState:update (delta)
delta = delta * self.timeScale
local tracks = self.tracks
local queue = self.queue
for i,current in pairs(tracks) do
if current then
current.animationLast = current.nextAnimationLast
current.trackLast = current.nextTrackLast
local currentDelta = delta * current.timeScale
local skip = false
if current.delay > 0 then
current.delay = current.delay - currentDelta
if current.delay <= 0 then
skip = true
currentDelta = -current.delay
current.delay = 0
end
end
if not skip then
local next = current.next
if next then
-- When the next entry's delay is passed, change to the next entry, preserving leftover time.
local nextTime = current.trackLast - next.delay
if nextTime >= 0 then
next.delay = 0
next.trackTime = nextTime + delta * next.timeScale
current.trackTime = current.trackTime + currentDelta
self:setCurrent(i, next)
while next.mixingFrom do
next.mixTime = next.mixTime + currentDelta
next = next.mixingFrom
end
skip = true
end
if not skip then
self:updateMixingFrom(current, delta, true);
end
else
self:updateMixingFrom(current, delta, true)
-- Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
if current.trackLast >= current.trackEnd and current.mixingFrom == nil then
tracks[i] = nil
queue:_end(current)
self:disposeNext(current)
skip = true
end
end
if not skip then current.trackTime = current.trackTime + currentDelta end
end
end
end
queue:drain()
end
function AnimationState:updateMixingFrom (entry, delta, canEnd)
local from = entry.mixingFrom
if from == nil then return end
local queue = self.queue
if canEnd and entry.mixTime >= entry.mixDuration and entry.mixTime > 0 then
queue:_end(from)
local newFrom = from.mixingFrom
entry.mixingFrom = newFrom
if newFrom == nil then return end
entry.mixTime = from.mixTime;
entry.mixDuration = from.mixDuration;
from = newFrom;
end
from.animationLast = from.nextAnimationLast
from.trackLast = from.nextTrackLast
local mixingFromDelta = delta * from.timeScale
from.trackTime = from.trackTime + mixingFromDelta;
entry.mixTime = entry.mixtime + mixingFromDelta;
self:updateMixingFrom(from, delta, canEnd and from.alpha == 1)
end
function AnimationState:apply (skeleton)
if skeleton == nil then error("skeleton cannot be null.", 2) end
if self.animationsChanged then self:_animationsChanged() end
local events = self.events
local tracks = self.tracks
local queue = self.queue
for i,current in pairs(tracks) do
if not (current == nil or current.delay > 0) then
-- Apply mixing from entries first.
local mix = current.alpha
if current.mixingFrom then mix = mix * applyMixingFrom(current, skeleton) end
-- Apply current entry.
local animationLast = current.animationLast
local animationTime = current:getAnimationTime()
local timelines = current.animation.timelines
if mix == 1 then
for i,timeline in ipairs(timelines) do
timeline:apply(skeleton, animationLast, animationTime, events, 1, true, false)
end
else
local firstFrame = #current.timelinesRotation == 0
local timelinesRotation = current.timelinesRotation;
local timelinesFirst = current.timelinesFirst
for i,timeline in ipairs(timelines) do
if timeline.type == Animation.TimelineType.rotate then
self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelinesFirst[ii], timelinesRotation, ii * 2,
firstFrame) -- FIXME passing ii * 2, indexing correct?
else
timeline:apply(skeleton, animationLast, animationTime, events, mix, timelinesFirst[ii], false)
end
end
end
self:queueEvents(current, animationTime)
current.nextAnimationLast = animationTime
current.nextTrackLast = current.trackTime
end
end
queue:drain()
end
function AnimationState:applyMixingFrom (entry, skeleton)
local from = entry.mixingFrom
if from.mixingFrom then self:applyMixingFrom(from, skeleton) end
local mix = 0
if entry.mixDuration == 0 then -- Single frame mix to undo mixingFrom changes.
mix = 1
else
mix = entry.mixTime / entry.mixDuration
if mix > 1 then mix = 1 end
end
local events = nil
if mix < from.eventThreshold then events = self.events end
local attachments = mix < from.attachmentThreshold
local drawOrder = mix < from.drawOrderThreshold
local animationLast = from.animationLast
local animationTime = from:getAnimationTime()
local timelines = from.animation.timelines
local timelinesFirst = from.timelinesFirst;
local alpha = from.alpha * entry.mixAlpha * (1 - mix)
local firstFrame = #from.timelinesRotation.size == 0
local timelinesRotation = from.timelinesRotation
local skip = false
for i,timeline in ipairs(timelines) do
local setupPose = timelinesFirst[i]
if timeline.type == Animation.TimelineType.rotate then
self:applyRotateTimeline(timeline, skeleton, animationTime, alpha, setupPose, timelinesRotation, i * 2, firstFrame) -- FIXME passing i * 2, correct indexing?
else
if not setupPose then
if not attachments and timeline.type == Animation.TimelineType.attackment then skip = true end
if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skip = true end
end
if not skip then timeline:apply(skeleton, animationLast, animationTime, events, alpha, setupPose, true) end
end
end
self:queueEvents(from, animationTime)
from.nextAnimationLast = animationTime
from.nextTrackLast = from.trackTime
return mix
end
-- CONTINUE WITH applyRotateTimeline here
return AnimationState